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Fantasy The Queen's Madness Characters

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Not made of lies and deceit
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Name:

Age:

Gender:

Race: If playing something not already listed, send me a description of the race in a pm so I can list it for others to see. Feel free to make up your own race as well! Description can be as detailed or simple as you’d like, but I do ask that it’s more than just a couple sentences.

Occupation:

Appearance: Pictures are allowed, but must be accompanied by a paragraph, even if it’s just simple stuff like height, etc. If using a picture, please put it at the top of the character sheet, not here.

Strengths: At least three, with a short description of each

Flaws: At least three, with a short description of each

Personality: Can be in depth or simple, depending on how thorough the strengths and weaknesses are described

Background: Can be as in depth or simple as you like, depending on how you want to play your character. Must be at least one paragraph.

Other:


Code:
[justify][centerblock=70]
[b]Name:[/b]

[b]Age:[/b]

[b]Gender:[/b]

[b]Race:[/b] If playing something not already listed, send me
a description of the race in a pm so I can list it for others
to see. Feel free to make up your own race as well! Description
can be as detailed or simple as you’d like, but I do ask that
it’s more than just a couple sentences.

[b]Occupation:[/b]

[b]Appearance:[/b] Pictures are allowed, but must be accompanied
by a paragraph, even if it’s just simple stuff like height, etc.
If using a picture, please put it at the top of the character
sheet, not here.

[b]Strengths:[/b] At least three, with a short description of
each

[b]Flaws:[/b] At least three, with a short description of each

[b]Personality:[/b] Can be in depth or simple, depending on how
thorough the strengths and weaknesses are described

[b]Background:[/b] Can be as in depth or simple as you like,
depending on how you want to play your character. Must be at
least one paragraph.

[b]Other:[/b]
[/justify][/centerblock]
 
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Tella Roverra

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Name

Tella Roverra of the illustrious Xhiss Great Family

Age
78

Gender
Female

Race
Vavin
(Race details sent in PM, if accepted, yall can read about them in the Lore tab. I am totally okay with anyone playing a Vavin if they want so long as they.. you know... read up on them and keep to their lore. [feel free to add your own spin])


Occupation

Ambassador/Crime Lord

Appearance
Tella is a Vavin, as such, she is incredibly tall, by most standards, at 7'2 but is incredibly lithe with a waist that a large man can easily span the width of with his hands. Much like the rest of her kin, she is very 'willowy' in her statue, a figure that moves with a fluid grace that would leave even the greatest of dancers envious. Her hands and feet, like the rest of her kind, only have three digits and her hips are incredibly slender, lacking the protruding hip bones of most other bipedal beings, and her small shoulders would give her a soft, demure appearance if it wasn't for her sheer height. Her long legs go on forever but are hidden behind the lush silk clothes that make up the various exquisite Vavin robes that flow down her body like a river. Priceless, master crafted jewelry adorned her various robes and hang freely from her long, slender neck and wrist, each and every one capable of turning a beggar into a duke. Her great golden mask has small lines of silver and platinum flowing through its surface with various gems dancing across it like stars, and her silver, moon-light almond eyes gaze out with a piercing strength. From her mask flows luxurious violet hair that sweeps down to her hips often tied back into a loose pony-tail.

Strengths
Mystic - Tella is a mystic, the spellcasters of the Vavin people, unlike most other races, Vavin mystics are 'specialist' they focus on a single magical 'discipline' and utterly master every aspect rather then attempt to master numerous fields of study. Considered a prodigy by her people, Tella walks the path of telekinesis.

Intelligent - Incredibly intelligent, if not a genius in her own right, Tella is incredibly sharp and few are capable of matching her wits or mind. This same incredible mind is what caused her to get 'banished' to this 'backwater filled with primitive beings' as an 'ambassador' for her intelligence was viewed as a threat especially when coupled with her raw, hungry ambitious nature.

Wealthy - Tella is incredibly wealthy and only a fool denies the power of gold and silver. Much of it is the wealth of her family, but a respectable amount is her own, raised from her criminal works during her stay as ambassador to the kingdom. This wealth makes her incredibly influential among the nobility, many of which owe her money from loans and gambling debts.

Flaws
Frail - Vavin, as a whole, tend to be physically weaker then most other races and their natural weaknesses towards foreign substances make them have a reputation of poor constitution and Tella is no different. If anything, she is worse for she has never preformed intense physical labor in her life and her telekensis does not help as she will use that to lift heavy objects if, heavens forbid, it comes to that.

Arrogance - Tella's arrogance is almost comical in its extreme. She truly considers her people, and thus herself, as simply superior to the other beings in the kingdom. They are little more then amusing animals there just for her to poke and prod and make dance. When they do not 'behave' as she desires, or worse yet, surprise her or not do as she planned, she will grow enraged and throw, what could almost be called a tantrum, but given her immense telekinetic abilities, said tantrums can be incredibly lethal.

Untrained - Tella is not a warrior in any sense of the word. She has never held a blade much less worked up a sweat swinging the filthy thing around. She considers such mundane actions 'beneath' her, and so, is completely unskilled and worthless in a swashbuckling duel.


Personality
Proud || Dignified || Abrasive || Brilliant || Deceitful

Tella is an extremely proud Vavin woman to the point where it can defy belief. She truly believes in her own superiority and the perfection of her race, this makes her very much a 'race supremacist' as it were as her kind are simply 'better' then every other, at least according to her and the teachings of the Vavin. This pride does have its strengths as it makes her incredibly resilient and determined as she would never allow one of those primitive 'things' to outdo her in any field or action and it drives her growth at a pace that can often defy belief. But it is also a bitingly sharp double edged sword for she underestimates others to a dangerous degree. She will always assume someone is weaker and less mentally capable then herself or even that of the simplest of Vavin and when someone proves this wrong, she tends to react... badly, flying into a rage that can leave buildings nothing but piles of rubble and the offender nothing but stains on the bricks. In a way, she is very much a child (which, in her defense, in the Vavin culture, she is barely out of her teenage years).

Despite her pride, Tella is vavin nobility, a member of one of the Five Great Houses and such is incredibly dignified as only a noble lady can be. She is always painfully polite, even if her 'polite' words are a slap in the face, she walks with perfect posture and moves with a dancers grace. It is not that she takes care to not let crumbs, dirt and other such things dirty her clothes, it is simply that dirt and crumbles know better then to touch one of her station. If she had a nose, she would be the mistress at 'looking' down upon others with it and she will only speak to the Queen (whom is quite mad and so caution is always advised) with even a hint of respect. As one can expect, such a proud, dignified woman is incredibly abrasive.. and she is. She has no true friends, and not just because Vavin culture doesn't really allow for such things, for she has a biting and cruel wit that she has no qualms in using. She has made many a maid flee her presence having been reduced to tears with a few curt phrases and Tella revels in it. The word play, the biting wit of herself and others, it is a beloved action of hers. She has no desire to change herself from this.. rather frustrating woman that she is.

Proclaimed a prodigy from a young age, Tella is indeed brilliant. She is not just incredibly intelligent with a near-photographic memory, she also has the ability to pick up concepts and skills with a frightening level of ease. But this brilliance is also something she takes immense pride in and it is not uncommon for her to overlook small details or people she did not see as 'important' and so said things coming back to bite her or ruin her actions. This same brilliance is also the cause of her woes for her potential is what made her a danger enough to be 'banished' to this 'backwater' kingdom to serve in a position she will be stuck in for centuries with no room to advance... and it is what causes her criminal pursuit. She does not truly do it for power or wealth, for she has both, she does it because she is bored and it provides an interesting 'hobby'. For few things are more dangerous then a sharp mind with no outlet.

Befitting a Vavin, especially a member of a Great Family, Tella is deceitful. Truth has its uses, but deception is power. She constantly lies, deceives and tricks others to the point where, anyone who has been around her long enough, will no longer be able to tell lies from truth. This is not something special to her, she thinks everyone is lying just as often and are, simply, not as skilled as her. For in Vavin Culture, the Great Game dominates all avenues of life and it is unthinkable to her that someone could just... not lie to suit themselves.

Background


Tella's past is not one truly of note... not truly interesting. Nothing mighty or traumatic happened in her past, no great tragedy or comedy.. She was the second daughter of The Roverra family, a 'branch' family of the Xhiss, which is really just a kind way of saying cousins three times removed on the mother's side, as such their real 'power' in the Xhiss was incredibly limited. They were disposable members of the family, constantly fighting and bickering with the other branch families for the main families' attention... and always terrified of getting too much attention as no one wants to be 'removed' for being too ambitious or threatening. They were not a prominent branch family, but they had enough clout to make waves when needed.

Tella was a sign from Xana that luck was changing as it was painfully apparent that she was different, gifted even for a great family. She was accomplishing feats of telekensis and economics that dwarfed even that of senior members of the main branch... and she fed on the praise. Her ego grew at a voracious rate, even for a Vavin, and, as it commonly goes, that ego is also what caused her downfall. When the heir of the main family showed interest in her, she not-so-politely declined comparing his majesty to something akin to painted pig. When he, understandably, was outraged, Tella assured him that his unique scent would surely attract him a lovely replacement mate in the form of a rather charming piglet... and drove the nail into the coffin when she had a rather large, hulking beast of a pig delivered to his estates with her dearest wish that the first child be named after herself.

Most Vavin would have been 'taken' care of. Assassinated or challeneged to a duel and made an example of. The first was certainly a possibility, the latter was not as any that would duel her would quickly find themselves smashing into walls and ceilings like a toy in the hands of an overexcited child.. but the head of the Xhiss had other ideas. Tella was.. useful. One did not simply throw away a useful tool, they put it away until it can be of use and that is what she did. She 'promoted' her to the esteemed position of Xhiss Ambassador, which was not uncommon given the Xhiss rather enjoyed such... events, but she made her Ambassador to a far away kingdom that none of the families had any real interest in dealing with, she was stuck. In a foreign land with no hope of returning or making a name for herself or promoting herself. The head had masterfully disarmed Tella, made use of her, kept her for the time she needed her, and who knows how many decades or centuries that could be, and if she ever did become a threat, she was far from her families' power base and now vulnerable.

After throwing the greatest, and most dignified, of tantrums, Tella settled in as the bane of servants.. but quickly grew bored and so started to... enjoy the more illicit pursuit, forming her own little gangs and 'clients', growing them like plants and then 'harvesting' their fruits of their labors when the time came. Sometimes she would, secretly of course, start a rival gang or group just to watching them fight... nothing more then toys or ants to the spoiled Vavin for boredom was ever the greatest foe of a great mind.

Other
 
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Beniamino Ottorino

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Name:
Beniamino Ottorino

Age:
41

Gender:
Male

Race:
Homo Sapien

Occupation:
Blacksmith

Appearance:
Beniamino is a man who is 5 feet and 8 inches tall. His head is bald and aged. He has some sized muscles, but they are hidden below his clothing. The blacksmith's face prefers to frown when he is not speaking. He is a little husky, with some fat around the waist and torso. A thin layer of ash and soot covers his clothes. It brings the smell of his blacksmith wherever he goes. As for his voice, would take a week for a regular person to understand what he is saying due to his very strong accent and his rough voice. There is nearly always something that he is chewing on in his mouth.

Strengths:
Craft: As Beniamino is an experienced blacksmith, he knows the ins and outs of it. This includes some knowledge on how weaponry works, such as the different impact between a sword and an axe; the creation of some materials, such as bronze and small amounts of steel; and the ability to use the tools that he makes, as he does test them before selling them.

Social Knowledge: Being a blacksmith, people come to him either to get new tools, weaponry, and parts, or to get such items repaired. These customers can vary from farmers, merchants, soldiers, servants of the wealthy, and some other types of people. This gives him certain knowledge on his buyers, such as their general wealth, what they do, and where they live, if they want him to deliver the what they wanted. Beniamino keeps has much of this information written down in a log book at his shoppe.

Strength: Almost everyday for 25 years, Beniamino has been doing the tough processes of shaping and bending metals. This has given him some strength, especially in his arms. If he throws a punch, it will leave a dent in most things it hits. The blacksmith also has the ability to lift objects that can weigh over a hundred punds. Then again, most of this strength is concentrated in his upper body.

Flaws:
His Voice: For instance, if he were to say," there is a problem with what you wanted since November," it would sound like," er's a poobem eeth ut o unt'd seence Nuvemer." It takes a while for it to be understood. His customers, for instance, may be able to understand what he us saying. Strangers, however, may think that he is speaking a different language.

Lack of combat skills: Despite knowing how weapons work, he does not know how to properly use them in a fight, other than the basic swinging. For instance, he would not know how to defend against or how to attack a mounted knight. He may also be careless to leave his flank open.

Unbalance strength: Despite his strong arm muscles, his other parts of the body are not as fit. He would not be able to run long, and he cannot bend over without some back pain.

Personality:
There are just a few things the blacksmith cares about: his shoppe, his life, and his country. He believes in doing things to manage those three. He is not a procrastinator; he gets onto the job when its given to him. He has angst against the poor, especially those who loiter in front of his shoppe. He does not have that much pride in himself. He sees himself below the rich, and above the poor. Thereby, he treats everybody in between that as casual, except for the morons. He is quite concerned for Her Majesty's actions. However, he is not one to talk politics.

Background:
Beniamino was born to a mediocre family who did a lot of craftwork. He started work as a blacksmith when he was 16. Now he has been doing it for 25 years. Over the years, the blacksmith didn't start a family of his own, though he had apprentices before. At his shoppe, he works with two other blacksmiths, one being an apprentice of his while the other is just a foreigner. The shoppe has been able to stay afloat over the years, though it has only a few profits. He currently lives in a thatched cottage adjacent to his blacksmith.

Other:
-
 
Cassius OakenHaven

Name: Cassius OakenHaven

Age: 28

Gender: Male

Race: Human

Occupation: Was of noble birth until he ruined the family name by being a drunk violent fool. Has enough money to barely survive, makes more money by doing dirty business (debt collector, occasional thievery if hired to do so) basically does anything for some money or some alcohol.

Appearance:
Before Cassius' decent into drunken belligerence you would call him attractive. He has an ideal muscular figure and stands just under 6 foot tall. His current appearance is in ragged, half destroyed noble clothes, with an unshaven stubble and a rowdy head of hair. He has dark brown hair and eyes that match, with an upper body covered in scars from numerous fights and whippings from various authorities.

Strengths:
Experienced Combatant: Due to his drunk mouth getting him into a lot of trouble he is an excellent fighter in hand to hand combat, as well as with some melee weapons. The catch is that he can only fight whilst drunk. While sober he is absolutely useless in combat.

Silver Tongue: He is very persuasive and can talk himself out of a lot of things, and also into a lot of things. This is his main defense when he isn't drunk.

Connections: Due to him being a reliable mercenary, Cassius has connections to many bandit rings and filthy individuals. This frequently gets him into trouble, but also occasionally gets him out of trouble, as various influential crime rings owe him some favors, but he is also in debt to some particularly nasty people, that may come back to bite him.

Flaws:

Moral Code: He will never harm a woman or a child. This means if a woman or child is trying to kill him, he must run, talk his way out of it, but he will never hit a woman due to his noble upbringing and hard reinforced morals.

Cocky: His overconfident cocky attitude due to his fighting ability gets him into a lot of trouble and creates numerous enemies for himself. His overconfidence can rub many people the wrong way, but some find it amusing, thus leading to people either hating Cassius or loving him.

Hated by Guards: Due to him previously being higher up than guards and being a righteous prick, many of them have developed feelings of extreme hate towards him. This means Cassius has to spend a lot of his time running from guards, being thrashed by guards, or paying them to keep off his back.

Personality:

Most of his personality is explained in his strengths and flaws. Cassius is an overconfident, cocky man who has fallen from nobility to a dirty mercenary who will do almost anything for money and a stiff drink. He is a very experienced combatant while drunk with a very quick wit and persuasive voice. He knows he is good at fighting and will not hesitate to start a fight. Over his life he has made many, many enemies and is in debt to many unsavory people, whilst somehow being owed favors by other powerful individuals. He has been saving these favors for serious times of need.

Background:
Cassius was born into the OakenHaven family, a very well respected noble family. He was a pleasant child, at least that's what his mother used to say. Some blame his sudden descent into drunken madness on his mother's death. Cassius denies it and says he was never close to his mother as he saw more of the nanny she hired to care for him more than herself. Due to his father's death in one of the numerous wars, all the family riches were given to Cassius. During the first week he managed to blow a large chunk of it on whores and alcohol until he had blackened the family name so badly he was no better than regular peasantry. Even worse some would say.

During his first days on the street, numerous gangs attempted to mug him. Many succeeded, but as the attacks got more frequent (as he was seen as easy money) he became better at fighting, and with that his respect within the streets grew. This grew until gangs started hiring him for odd jobs when they weren't trying to mug him.

Cassius built a sort of reputation between the gangs as a reliable mercenary. Soon the mugging stopped as he climbed the ranks. All was well for Cassius for a while until he crossed the wrong man. During one of his drunken rages, he shot and killed one of the ring leaders' prized horse, instantly setting a bounty on his head and the entire gang after him. Now Cassius is lying low, well as low as is possible for Cassius, only doing the occasional job here and there, and spending most of his time at The Queens Madness.

Other: Nothing really

(Let me know if anything doesn't work and I will be willing to change it :) )
 
Elowyn Moonflower

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Name: Elowyn Moonflower

Age: 40

Gender: Female

Race: Wood Elf

Occupation: Writer/propaganda enthusiast, primary contributor to Rats in the Attic, translator and researcher of Elven lore

Appearance: With nothing particularly remarkable about her, she tends to blend in rather than stand out and that is the way she prefers it. She doesn’t really have a particular style, definitely nothing of note and not flashy in the slightest. She tends to wear simple clothing, plain white and off-white blouses with ruffled and puffy sleeves that match the garments’ frilled collars. Usually she will wear some neutral colored vest over her top or a coat that would reach anywhere from her hips to her ankles. Her lower half’s wear is even more simplistic, generally being a pair of either tight or loose fitting breeches in a shade that compliments the rest of her outfit with brown or black flat soled leather boots that reach to her knees.

She is much shorter than the average Human female standing only a solid five feet and her lean frame can make her seem more diminutive. Being a more studious sort she does not have the athletic build of her brethren though she does still have the lightly tanned skin. In a phrase, she is petite in stature and frame.

Her soft brown hair reaches to the middle of her back and is cut in light layers and she doesn’t commonly wear it in any one style so sometimes it might be neatly woven into a single plait and other times it might be let to lay freely about her torso.

Not being glamorous, she doesn’t tend to wear anything to accentuate her delicately angled features, though she can almost always be seen with large rounded spectacles that frame her large gray eyes which possess an upward tilt at the outer corners giving them an almost catlike appearance. Her most prominent features being her pointed ears and while it can’t really be considered an accessory, her hands are often ink stained and sometimes there are splotches of fresh ink on her clothes or faded ink that she has obviously tried to wash away.

Personality (Strengths and Flaws included): While for all intents and purposes Elowyn’s appearance is unassuming, she can only be termed a somewhat eccentric individual. By no means is she loudly peculiar, instead her eccentricities are displayed through her odd little quirks. In a single term, she is quietly strange. Whether it be the way she taps her writing utensil on the page three times in a triangular pattern before she writes or the fact that she likes putting butter in her ale (when she does drink it which is rarely), her mannerisms could generally be considered odd.

Because of her quiet strangeness she can be considered socially awkward. She tends not to pay much attention to those around her but when someone does catch her eye, she develops an expression that can make her seem slightly suspicious and even worse is the fact that her general nervousness brought on by the fact that she is timid causes her to start rambling unintelligibly before she finally slows down only to end whatever she had been saying with something understandable that doesn’t make any sense.

Despite these flaws that make her relatively difficult to approach and sometimes even more difficult to understand, she is a compassionate individual. The plight of the wronged in the kingdom has caused her to pick up arms, or rather a quill in the hopes of opening the eyes of others and spurring them into action.

Her compassion is brought about by the fact that she is incredibly observant and this is only possible because she is also incredibly patient. Because she is quiet and studious she has become somewhat of a watcher and tends to patiently observe those around her and the general goings on of the kingdom. She has an attentive mind when it comes to detail and it didn’t take her long to notice the changes in the kingdom as they became more drastic and that was how Rats in the Attic was born.

Background: Growing up in a secluded woodland village, she never really knew much of the outside world save for what she read in books. She spent her time studying her heritage and exploring the ancient Elven ruins near her home, taking to uncovering ancient relics and determining their purpose as well as deciphering the Elven runes that were chiseled into the stone of the ruins.

While the other Elves weren’t outright mean to her for how she was, they did think her an odd sort because while Wood Elves didn’t completely shun a scholarly nature, it just wasn’t something that occurred often as most of their kind were more adventurous.

When she was only twenty years, quite young for an Elf, a man from a far off kingdom requested permission of her people to study the ruins. His name was Adelbert Beasley and he was a researcher and historian with a focus in Elven history and lore. While the elders of her village mostly answered Adelbert’s questions and provided the information, going with him to the ruins even, Elowyn could almost always be found lurking nearby, adjusting those round frames that rested on the smooth bridge of her nose as she not only showed interest in what the elders relayed, but the individual they spoke to.

She hadn’t seen a Human before, they had little reason to actually approach the village and none of the travelers that had come through before were Human. He wasn’t young like her, in fact he was twice her age and she had a sort of admiration for him and appreciated that he was so interested in the history of her people.

Of course purely academic reasons were not the only things about Adelbert that had caught her attention; it was his odd mannerisms and sometimes clumsy persona. Despite how well read he was, he had a tendency to fumble his words and when he did so, he would hold his hands up in front of him like he held a ball, it had made her think that he was actually trying to physically catch the words he was seeking.

Eventually the elders asked her to share her knowledge with Adelbert and while her first interaction with him had been somewhat awkward since she was actually having to speak with him and not just watching him, she ended up rambling about how to make a stew from mud. Adelbert had looked at her for a moment, appearing to be completely baffled before he burst out in riotous laughter. The sound had startled the elders who gave her a disappointed look, their eyes widening as they turned their gazes on Adelbert who didn’t seem to mind in the slightest and proceeded to inform her that he wasn’t sure about “mud soup,” but that he had eaten roasted slugs before.

After their initial awkward meeting, their interactions became more relaxed and they began to grow used to the mannerisms of the other. After five years like this, it was time for Adelbert to go. Though he didn’t want to leave empty handed and he requested of the elders to allow Elowyn to go with him if she so chose. He said that he had never come across an assistant that was so capable and still able to tolerate his eccentricities, which was why he had traveled to the village alone.

The elders gave their permission, which of course was reliant on whether or not Elowyn actually wanted to travel with him. She had never been outside of the village but knew there were other Elf settlements out there and Adelbert had promised that she would go with him to any that he went to and that he would need her help in translating and researching and since she was so adept at both things anyway, he saw no better person to accompany him.

Of course she accepted his offer and went with him to his manor in Draede where she became his assistant in all things Elven. While it was a difficult adjustment, moving from a life she had always known in a place that was vastly different from Draede, she was pleased with the decision as there was never a shortage on something for her to study.

Other: Bernard – Elowyn’s trained gray rat companion. She uses Bernard to send messages back and forth between the other contributors to Rats in the Attic.
 
Vor

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Name: Vor

Age: Unknown

Gender: Female

Race: Nephilim

Occupation: Vor could be called a mercenary. People come to her to make deals. She will do or obtain nearly anything for a price. However, the price is not always of monetary value. The price could be anything from a stand-off hair to a favor to be paid at a later date, no questions asked.

Appearance: It is quite apparent at first glance that Vor is no mere mortal. Though humanoid in appearance, she seems like so much more. Her pale skin seems to glow with an otherworldly aura. Large ram - like horns curl towards her oval face with four more horns, these much smaller, standing half-hidden in her flowing mass of lavender waves. Piercing blue eyes, said to have been paid to her by an angel for a job, seem to start past the flesh and right into the very soul. An ebony mark, matching her thick lashes and full lips, lies on her forehead in the form of an upturned crescent moon. Silver, ornate jewelry and other pretty things hang not from her neck or long, pointed ears but from her most prominent horns. The rest of her attire remains plain, if not risqué, covering only a small portion if her 5'6" frame.

Strengths:

+Heritage - Her race imparts in her multiple advantages such as advanced senses, speed, agility, stealth, durability, and strength. ( 1 Vor = roughly 20 men)

+Nephilim Magic - Nephilim can see through any lie or glamours, manipulate shadows, and any deal or vow made to them cannot be broken.

+Combat - Vor is adept at a wide range of close quarter combat styles her favorite weapon being the warhammer.

Flaws:
-Naivety - Vor seems to not know how the world works. She doesn't understand the laws, hierarchy, fears, humor, and culture of mortals, but is quite curious of it all. She also believes that all mortals are inherently good and will thus go out of her way to help them give more chances than deserved.

-Nephilim Magic - She, too, is bound by the rules of her magic. She cannot lie, she weakens in full light of the sun, and she cannot break any vow or deal she makes.

-Nephilim Seal - The black moon symbol on her forehead acts as a seal, keeping her grand, celestial soul inside her mortal body. If broken, her soul will explode from her body, destroying it and roughly ten miles of the immediate area. Fortunately, the seal cannot simply be rubbed off or otherwise easily removed. Unfortunately, no one, not even Vor, knows what actually does break the seal.

Personality: In many ways, Vor acts like a child, new to the world around her. Naive and curious, she enjoys exploring the land never staying in one area for much longer than it takes for her to get bored. She seems as though she does not belong in the land of mortals following no earthly law or authority. She has her own sense of morals that remain unbending and firm. She is stubborn and hard-headed never taking no as an answer. Violence is a last resort for her always seeking the peaceful option even if there is no chance for it. However she is by no means a diplomat for she is rather blunt, knowing no way to soften her words and not understanding metaphors well. She also seems to not be very bright for she takes a while to catch on to what others might see as simple concepts. However she can and does in occasion surprise everyone without great knowledge in certain areas. All in all, she is a kind girl trying to find herself in an unfamiliar and strange world.

Background: Vor does not remember a hometown, a childhood, or a family. It is possible that she had all of these things, but her memory only extended to about four months prior. Her first memory is standing in the midst of a thick, dark forest with only the word "Vor" circling her thoughts. Ever since, she has been trying to piece together the world she has found herself in.

Other: Carries a warhammer across her back. It stands taller than she is and requires three human men to pick it up.
 
Allan Sevill

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Name: Allan Sevill

Age: 28 ish

Gender: Male

Race: Human?

Occupation: Tavern Keeper

Appearance: Small for a man, he stands at maybe 5'4, with a deceptively lean and small frame. Much stronger than he appears and willing to prove it if needed. His hair is dark brown with hints of auburn, and is cut too short to pull back, but long enough that he's constantly brushing it out of his sharp face. Bright green eyes sit above a nose that's just slightly crooked from having been broken a couple times, and his skin has the slightest hint of a tan. He typically dresses well, better than one would expect of a tavern keeper. His right ear is pierced, usually sporting a gold hoop.

Strengths:
Personable - There's always been something about him that put people at ease. He's disarming and charismatic, and can talk to anyone about anything. It's very rare for him to come across someone who dislikes him, and when he does he generally finds the situation amusing.

Intelligent - He is a complete sponge when it comes to information and knowledge. New concepts come easily to him, and is always gracious when proven wrong about something. As such, he's found he can hold his own against people in much higher stations, with more formal education.

Gifted fighter - His father was a former guard, and thought it important to teach him at least the basics of fighting. He took to it incredibly well, and spent a good deal of time training with his father, as well as other guards. He wasn't shy about learning from the various people who drifted through their tavern either. While he doesn't have many opportunities to learn from new people any more, he does spend a good deal of his free time training and practicing.

Flaws:
Sadistic - Not so much an emotional sadist, as he's too good with his personable persona, he finds that he very much enjoys the physical pain of others. He's unsure where this comes from, but he does keep it under control.

Emotionless - While very good at appearing 'human', inside he's rather cold and analytical. People are either useful to him or they aren't. The only person he's ever loved is his sister. Not even his parents held a place in his heart.

Disloyal - His loyalty extends to only three things: himself, his sister, and his goals. All others are simply pawns. As long as someone is useful to what he wants, he will remain as loyal to them as he is to his sister. But once they're no longer useful, he could sell them out without any sort of effect on his conscience... as long as he has something to gain from it.

Personality: Despite his outward charm, Allan is a very cold man. Almost everything about his persona is carefully crafted to put people at ease around him. As such, he is the person everyone comes to to spill their woes, frequently along side of their secrets. He is a collector of knowledge, of all knowledge, and he unashamedly uses it to his advantage. While he considers all knowledge to be important, no matter how trivial, he does not extend that to people. Everyone is replaceable, once they've worn out their use, but he's always very careful not to let others see that. Because though he gives his loyalty to no one, he easily commands the loyalty of others, often without too much effort.

Background: Allan's very first memory is of meeting his sister's unseeing eyes. He was around four years old at the time, living on the streets by himself, and has no memory of anything prior to that instance. Her parents, being kind, loving people, brought him home and raised him as their own. He began to notice he wasn't quite like other children around age eight, that he didn't experience the same highs and lows of emotion that they did, and it made it very hard for him to make friends.

His sister was always his one exception. He was fiercely loyal and protective of her, helping her to do the things she couldn't because of her blindness, to manage her mercurial emotions, talking her down when she was struck with a vision. Part of the reason he trained so hard while learning to fight was to ensure that he'd always be able to protect her.

When he was around twelve, their parents changed the name of their tavern to Seer and Sword, in honor of their daughter and her faithful warrior.

At around twenty two, his mother became very sick, very fast. She passed away within two weeks, and their father died maybe a month later, said to be of a broken heart. Having been heavily involved in how the tavern was run since he was small, Allan took over alongside his sister. And while the place was popular before, it thrived under his hands.

Other:
 
Everest Greene

Everest Greene.jpeg
Name:
Everest Greene

Age:
21

Gender:
Female

Race:
Human

Occupation:
Knight

Appearance:
Everest is a lean but muscular lady with the height of 5'6" (5'8" w/ her boots) and weighs 145 lbs. She has stormy gray and a few scars that cover her body. Her chocolate brown hair is often in a ponytail or bun so that it will not get caught in anything. Everest is almost always in her armor, except when she is off-duty and running simple errands. Then she is wearing simple clothing like a casual shirt/blouse and pants (never a skirt). Despite being sweaty and dirty most of the times, Everest smells like fresh juniper. Her voice is naturally loud and stern even when she is trying to talk normal-like.

Strengths:
Fiercely Loyal: The only thing that can rival Everest's loyalty is that of a dog's. When befriending Everest, be wary that this girl will die for her friends. This commitment still stands even if her friendships are one-sided or not as strong as she perceives them to be. Her great loyalty makes her a grand and safe ally.

Weapons Expert: When you have a blacksmith as a father, a knight as a mother, and nine years of training with different weapons under your belt, you kind of become an expert. She can identify material used in making a weapon, how sturdy or usable it is, and have a high chance of knowing how to use it.

Brave: Without bravery how can one be a knight? Everest has been a courageous and daring person ever since she was born. No, fear is not found in this young woman's dictionary. This knight will charge into battle head on without a second thought. She will face dangerous creatures without batting an eye.

Flaws:
Easily distracted: As much as Everest wants to complete her duties, it's hard for her to do so because she gets distracted by any little thing, whether it is a drink offer while trying to shut down the tavern. Or perhaps finding a lost animal and stopping whatever she is doing to help it.

Rash: With bravery comes impulsiveness. Everest will never think twice about her decisions or the decisions of friends, even if they are incredibly stupid. Her superiors worry that she one day she will run into something too difficult for her to handle.

Merciless: Despite being a generally kind person, Everest will not hesitate to kill if ordered by her Queen or superiors. Especially during battle Everest will slay all who get in her way and oppose her Ruler. Although, each time she kills she does have to get a drink afterward.

Personality:
Everest is a friendly soul as long as you do push her buttons. Then you get the stern and distant side of her which no one pleasures to meet. Furthermore, Everest is hard-working, maybe too hard-working. She is always trying to do the knightly thing whether she's in her armor or not. Many do not understand why a lovely lady like Everest herself doesn't relax and do dainty lady things. Those who truly know her know that Everest is too boyish and rough to do such things.

Background:
Born to a Royal Guard and a blacksmith in Draede, Everest was raised to be tough and have a love of fighting. As a toddler, she would always find herself trying to use her mother's weapons or wield her father's hammer. Her curiosity for danger caused much distress to her parents but also much delight seeing their daughter take an interest in weaponry. However, when Everest was six, her parents thought it would be fun to teach their daughter a few basic moves using a sword. Her father made a mini-sword for her to use and her mother taught her the moves. Sadly, Everest started being reckless with the weapon and cut her cheek. After this incident, Everest's parent thought it'd be best to teach Everest at a more mature age and kept her far away from weapons to Everest's dismay.

When Everest reached the age of twelve, her parents decided to surprise her by saying they will continue her training. Furthermore, her parents were not going to provide her a weapon she must create it herself. Everest was overjoyed by the news and began working alongside her father. When she was finished, Everest created a beautiful lance with a royal blue handle that had silver and white gold design. She named the lance, Dorthy and no one except her parents could touch or weild her. Everest began once again training with her mother using Dorthy and as the years progressed she trained with different weapons like axes, swords, daggers, and more. Unfortunately, when Everest was eighteen, her mother became more and more busy with her work. This was because of the Queen slowly losing her mind.

Everest missed her mother dearly and trained every day, so when her mother did have the time, Everest could impress her with her skill. Sadly, Everest could see her mother trying her best to encourage her and her father. As well as being a good wife and mother, but she was just too tired. Everest then vowed to become a knight in hopes she can take some of her mother's duties. So, she went and passed the Knights exam with flying colors. Her request to help her mother was granted and everything in her life went smoothly once again. That is until Everest was assigned with quite the unusually arduous task of shutting down The Queen's Madness.

Everest had never been to the tavern before and is unable to see why is it so hard to close down one little bar...

Other:

-Everest has a sword, three daggers, and of course Dorthy always on her person when on duty.
~When off duty she just has Dorthy
 
Tatiana Rai

Name: Tatiana Rai

Age: looks to be 23 but is actually 130

Gender: female

Race: Fae- closest relationship to the fairies. They stand tall, compared to the fairies and do not have wings. They are often seen with unique colored eyes and they are normally separated by season. Spring=Green Summer= Red, Fall= purple, Winter= Icy blue. They can control seasonal changes along with the elements and animals. The fae are separated into two categories: Seelie (light) Unseelie(Dark)

Tatiana Rai is a Unseelie Winter fae
Occupation: Princess of her Kingdom of Oron.

Appearance:
e2f1cdf2fc12d9c67475fcd189b77c33.jpg

Tatiana stands at about 5'5 which is on the taller end for most Fae. She has long dark blue hair and a pair of icy blue eyes to match. Her face is oval shaped with a upturned nose and a small mouth. She has a very light complexion due to the everlasting winter in her kingdom and her cheeks are always pink. She normally dresses in warm practical clothing, unlike a princess should dress. A long black dress and riding pants underneath. A long dark brown coat of fur normally covers her attire. She carries a small dagger with her and a bow across her back.

Strengths:
Intelligent: This is a very typical strength of her race. As a youngling, she was immersed in different studies of almost ever culture and learned them all intensely.

Combat: The Unseelie Fae are not all warm and happy like the Seelie, normally they are starting wars amongst others and conquering different kingdoms. So she was also taught combative strategies and moves to get her out of any situation.

Excellent leader: If there is one thing Tatiana knows how to do, its lead. She was born being taught how to take care and run a kingdom.

Flaws:
Stubborn: When Tatiana wants something done, you better get it done, because neither of you will rest until then.

Short tempered: Like most Unseelie fae, she has quite the temper. Say the wrong thing to her and she will blow up on you.

Tends to stick up for underdogs: For some reason, she posses a quality that not many Unseelie do. She will stick up for the weak. And fiercely so.

Personality: Tatiana is a typical Unseelie Winter fae. Sure she can have fun every once in a great while, but for the most part, it is all business. She is a leader first and foremost and she can adjust to almost any style of leading. She is knowledgable about most of the races and their cultures and will most likely share with you information if the conversation you are having is interesting. She can be quite pleasant compared to most of her race, as she was raised to be civilized enough to make diplomatic deals. She is stubborn and at times can have a sense of humor.

Background: Tatiana is the first born daughter in Of Darius and Lorenna Rai, King and Queen of Oron. She was taught from an early age how to be a princess, never once straying off the path of royalty. War had unfortunately broke out in their territory and her parents sent her to this Kingdom to keep her safe, as they were Oron's closest ally.(Due to the fishing trade) Tatiana is currently staying in the castle with the Mad Queen herself. And she has yet to see her.
 
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Emmony Sevill


92cd702931ae11d97b0e719d7bf9e38a.jpg
Name: Emmony Sevill

Age: 30

Gender: Female

Race: Seer

Occupation: Tavern Keeper / Occasional Prophetess

Appearance: Stands at about 5'10, with a long willowy figure and hourglass curves. Her wavy copper hair falls to about mid back, and is typically kept in either one braid or multiple ones, with long bangs framing a heart shaped face. Her nose curves up slightly at the end, and her lower lip is slightly fuller than her upper. Her eyes are a pale blue, which makes it very obvious that they lack any sort of pupil. As this tends to discomfort people, she typically keeps a black scarf tied around them. Her choice in clothing has been the topic of many drunken men in the tavern, as the curvy woman tends to favor tight leather pants, usually paired with a looser blouse of varying quality, depending on the day.

Strengths:
Empathetic - Emmony keenly feels the emotions of others, both highs and lows. And while she personally does not have much experience with the world, she's seen so much of the past, experienced so much of it, all of it feeling as real to her as the people involved, that she can relate to almost any trouble another person has been through.

Friendly - Like her brother, she is incredibly outgoing. There's no coldness to her however. She genuinely wants to befriend all those who come through their tavern, and she welcomes everyone with open arms.

Generous - Forever taking in the lost and lonely, much of the tavern's staff over the years have been people down on their luck that she's help to their feet. The first to offer help to a stranger, lending not only her resources, but also her time and a listening ear when needed.

Flaws:
Emotional - She is at all times ruled by her emotions, both positive and negative. And while wonderful to be around while sweet and friendly and happy and excitable, she has a very sharp tongue when annoyed. Though thankfully, despite how mercurial her moods are, she doesn't have a short temper. Just quick to annoyance.

Forgetful - If she could see, she'd be the type to leave herself notes everywhere, and then promptly lose them. She's good about remembering the layout of various places, which is important for getting around, as well as most things about the tavern. Everything else however can be gone the moment her attention is turned to something else.

Controlling - In part probably because of her blindness, Emmony needs all things to run exactly as she says. Everything has to be in its proper place, everything done just so. She has to know what is happening with everything at all times.

Personality: Emmony is, above all things, an emotional woman. She feels all things keenly and drastically, often to extremes. Almost everyone who comes through their tavern earns her honest friendship, and she falls in and out of love with ease. Of all the emotions she struggles with, jealousy is not one. And because she's constantly putting her full self forward, as honest and true as possible, she never truly feels regret either. She has a voracious thirst for knowledge, much like her brother, though hers is for the stories of travelers. Unable to leave her city, she lives through the tales of others.

Background: Emmony was a spirited child, always ready for an adventure, or some daring stunt or another. She caused her parents a lot of grief, ever worried as they were for their blind little girl. She never considered her blindness a hindrance however, accepting it as simply a part of the world. The one thing that truly negatively affected her life was the visions. As with all Seer children, she had very little control over what she saw and when. She had all of these normal issues. Sometimes she would touch an object and suddenly be thrown back in time against her will. Other times she'd shake someone's hand and know what they were going to do five minutes in the future.

On top of that, she was afflicted with what Seers call Prophecies, things that were almost likely to come to pass, even despite how murky the future was. They could strike her out of nowhere, with no anchor, and would hold her hostage until they passed.

Things became easier when they adopted Allan. He became her anchor, her rock. He took care of her as she suffered through visions, talking her down afterwards, always seeming to know what she needed before even she did. As she entered her teens, she had almost full control over her visions, able to take a step back when they struck, to observe them without having to experience them.

As she and her brother took over the tavern, she began to offer her services, reading people past and future for a price, making a name for herself in the lower city.

Other: Completely blind.
 
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Ezra Balthazar
Silas and Ezra Balthazar.jpg

Name:
Ezra Balthazar

Age:
25

Gender:
Male

Race:
Human Feathermate

Occupation:
None but looking

Appearance:
Ezra is about 6'0" and has a pale, frail figure, almost sickly. His jet black hair goes down to the end of his neck and has a rough, messy look to it. Ezra has long bangs that are swept back which is when he is reading or just in his face. Surprisingly his bangs fall perfectly so that they are not in his eyes. He has natural small and piercing eyes and constantly looks annoyed or like he's judging. In truth, he doesn't feel that way half the time, that's just his face. Furthermore, Ezra's clothing is always something comfortable, but it is always covered in feathers thanks to his partner.

Strengths:
Listening: Ezra's unique ability thanks to his partner is advanced hearing. This Feathermate can hear and identify any person or object just by listening carefully to the sound. Due to his hearing, Ezra is quite hard to surprise or sneak up on, but it is possible. Furthermore, Ezra is also a great listener. He is a calm guy and will gladly listen to anyone, even a stranger's, problems if they asked.

Calm: Ezra always has a level head in any situation. It 's hard to cause him fear or worry unless it has something to do with his friends or his partner in distress. Also, it is rather a challenge to get Ezra angry thanks to his calm demeanor. This trait helps when a dangerous or suspenseful situation comes to hand. Ezra's calmness makes him approachable in a sense, for it seems people take a liking to his relaxed attitude.

Pacifist: Ezra is not into fighting since he knows based on his health and figure he is not going to win. Also, he genuinely doesn't like violence. To him, violence just leads to more violence no matter if it is for a good cause or bad. Ez just wishes for everyone to get along and that they talk out their feelings instead of punching. It'd make life so much easier.

Flaws:
Weak/Sickly: Thanks to his sickness, Ezra is physically weak and fatigue which makes him vulnerable in a fight. Ezra does know how to dodge pretty well and can block a few hits, but after a while, he will get dizzy. The only reason Ez can stay in a fight for the amount of time he does is thanks to his partner's strength. If anything happens to his partner, then he is completely defenseless.

Ignorant: Ezra has been sheltered most of his life, so he does not understand most lingos and slang people say. He is also not quite aware of the situation of the Queen and her slow descent into madness. Also, Ez will not get most jokes and sarcasm so trying it on him will result in a blank stare. Ezra is also no aware of who truly is friend or foe, and this can lead to problems.

Expressionless: Ezra's face really isn't much of an open book, so it'll take a bit to figure out what he's feeling. His blank face can rub some people the wrong way, especially when the poor dear has a habit to stare. Ez means well inside but showing that he means what he means is somewhat troubling for him to do.

Personality:
Ultimately, Ezra is a fine young adult who just wants to live his life to the fullest. Well, that is once he gets money to do this of course. Alas, job hunting is a bit hard for Ez since he often gets dizzy if he works himself too hard and he can be a bit lazy on some days. But Ezra has been trying his best to work through his weakness with all that he can for he can be a rather stubborn boy. Yes despite being bland on the outside, Ezra has some fight in the inside.

Background:
Ezra was born a sick child to a human father and mother. His father was an ambassador for Ariaf and often travel a lot, while his mother was a stay at home mom so that she could tend to Ezra's every need. Ezra was a rather quiet and weak baby. He hardly cried he just slept all day. His condition seemed to worsen as the months past, and his parents became even more concerned. Ez's father began to ask around when he was on his trips in hopes to hear there was a cure for his son's sickness. Sadly, many were unable to give him an answer.

One day, Ezra's breath began to become shallow and short giving his parents a heart attack. They rushed him to the nearest healer to see what was wrong. Thankfully, Ezra was not dying for his breath went back to normal. Unfortunately, he was still dying. The healer informed his parents that cases like Ezra never really last for long, usually dying around five or six. Ezra's parents cried and begged the healer to find a cure, another way to keep their child alive. The healer saw the parents desperation and decided to tell them the tale of the Feathermates.

Upon hearing the story, the parents sought out a Featherbinder a few days after the appointment with the healer. Fortunately, they were able to find a Featherbinder and explained the situation to him. The Featherbinder took pity on the parents and agreed to bind their child once a bird has been captured. It took Ezra's parents a week before they were finally able to capture a beautiful snow owl. The Featherbinder quickly began to work, and the ritual took its place. Ezra was bound to the owl and the owl with him. The owl was not extremely happy to be captured and bound to a child against his will, but he was glad to see that he was joined with a child who had parents who love him deeply.

From that day forth, Ezra was sheltered by his parents and was taken care of consistently. And although it was nice, Ezra yearned for something more than just staying home and being sick all day. So, he asked his father if he could go on a trip with him. Ez's dad was hesitant at first but agreed to it nonetheless. Thus, Ezra and his family took a trip to a place called Draede to make peace with the Queen there. Little did the family know that they would be stuck at Draede for a while.

In the attempt to make a peaceful alliance, Ezra's father became too noisy and found out the Queen was going mad. The Queen's court got word of this and banned the family from leaving Draede, to keep the Queen's sanity a secret from the other kingdoms. Guards were placed at the family's temporary living place in case they got any ideas. Ezra's father decided it was best that the family laid low and to have hope that Ariaf will retrieve them. Ezra decided this was the best chance to have a life and get a job to help support his family. His parents were against this idea and wished for him to continue being sheltered. Alas, Ezra was adamant to help out knowing that sooner or later his father's pocket money was going to run out. Seeing they were not going to change their son's mind, they allowed him to venture out. Thus, Ezra took advantage of their captivity to have a life with Silas by his side.

Other:
-His owl name is Silas
~Silas is the smart one out of the two and acts like a big brother to Ezra
~Silas likes rats
-Ezra's sickness is Sickle Cell Anemia (or the fantasy version of it).
 
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Alderich Cruyssen

ALDERICH CRUYSSEN

Warrior.jpg
Age:
28 Years of Age
Gender:
Male

Race:
Human
Occupation:
Mercenary
Appearance:
The sole appearance of this man is enough to set him apart from the crowd. Standing at roughly 7 feet and 1 inch, built from exaggerated muscle and uncomfortably bulky. It's a surprise he still has a layer of skin on him. Few have ever managed to catch a glimpse of what lies beneath the steel that encases his skull. Two piercing eyes of a ocean blue emerge from the narrow sockets at the ready to stare daggers at anybody and everybody. Practically no one will ever find him outside of his striking armour. Many simply call it his 'Steel Coffin'. A variety of weaponry always accompanies the mercenary. By his hip, a trusty mace resides within reach. His longsword will either be in its sheathe by the Tuille or in his hands. A crossbow is at the ready just above the skin of his back. It's like this guy is ready to take on an army single handily.
Strengths:
A Master of All Bloody Trades - Hand this man any weapon and he'll always find a way to put it to good use. He knows what to do with it and where to hit the enemy. 12 years on the job normally has that effect.

The Very Peak of Physical Health - Constant training and physical action normally sees a man pursue a healthy life. Cruyssen has gone above and beyond. It can be quite questionable how a man of his lifestyle has managed to do so. To him, his armour is simply just a suit of unnaturally hard paper.

Fear Is Just A Coward's Excuse - This man knows nothing about fear. It is simply a myth to him. Tradition declares that all great warriors have fallen in battle. And no true fighter has ever displayed a drop of fear.
Flaws:
Those Who Forfeit Their Sword Forfeit Their Right To Live - Every battle is a fight to the death. Blood must paint the walls. Even if a man if begging for what is left of his miserable existence, only one shall walk from the field of combat.
My Assistance Has A Price - Only money can buy help from this man. No matter the problem, only the rightful offering for his pocket will actually be able to acquire his devoted attention.
My Allegiance To The Coin - Cruyssen serves now master. He is his own master. The only moments that he will take a side is if coin is on the table - that is if whoever is offering in the first place just happens to be fighting an enemy able to outbid him.
Personality:
Cruyssen is not here to take any shit from anybody. He doesn't give one about their social standing. If you ever happen to cross him you'll likely found a couple hooks coming your way. To suit that nice little trait, many would describe this man to be quite over violent in nature. Just the wrong look can set him off, let alone actually tossing an insult at him. The only true allegiance this man has is to money. He doesn't care for noble causes or justice or anything as little as those. Only those that can afford him will see him fight for their side.
Background:
Hardly anyone has a solid understanding of where Cruyssen came from. Many conclude that he had been birthed as a child soldier on a puny island battered by unforgiving winters and merciless summers. That's the most popular tale, anyway. Years of constant battle had shaped a simple young soul into the grim figure of a hired sword that presents itself to the world today.
The man is both notorious and infamous to everyone. He has no loyalty. He only fights for the ones ready to line his pocket with gold. And those who fail to meet the demand will have to pay with blood instead.
A mercenary such as Cruyssen himself should always have a glorious tale to suit his fame. He is best known for his participation in the Battle of Irocumal Keep, single handily slaying 109 peasant revolutionists at the dead of night. The Lord that had offered a reward for such acts refused his promise. He found his spine extracted from his corpse.
No matter his reputation, Cruyssen is not one to be messed with. Neither King nor Rebel should dare oppose him.
Other:
In his line of work, Cruyssen is commonly known as the Iron Sergeant. It is said that it had been rank upheld during years of unrecognised military service. He has never denied nor confirmed such information.
 
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How

Name: How (or so they claim

Age: unknown

Gender: no (doppelgangers don’t have genders or sexes) (will use pronouns matching whatever form they are in)

Race: doppelganger

Based mostly on the D&D/Pathfinder variety, doppelgangers are rare and mysterious creatures with the ability to transform their appearances to match any creature they’ve seen. They can perfectly mimic another’s appearance or mix and match features to create their own look. Their voices also can change to match, and it is impossible to distinguish them from that which they are copying. It is even believed that some are able to mimic the appearance of clothing.

Even among the few who know about doppelgangers, knowledge is rare of their minor mind reading abilities. They can detect surface thoughts, and the most powerful of the race can read deeper. They will often steer the conversation to make the most of this ability, and they utilize it to great effect when pretending to be someone.

Their existence as a race is not well known or documented, as they don’t have their own society, preferring to infiltrate other humanoid societies. Some will gain power for themselves in these societies, working their way through the political ladder with one or more identities that go undiscovered for decades, if not forever.

Beneath their illusions, they are tall, gaunt, humanoids, grey and strange. Their features look unfinished, almost grotesque, and they look more alien than human. Doppelgangers almost never reveal their true selves, only showing their natural forms to their closest confidantes, if ever. If they die, they revert to their natural forms after about a day, though this could be longer depending on their power. Doppelgangers are also incredibly strong despite their lanky appearance.

(To someone who can see through illusions, a doppelganger will look to be in their natural form.)

Occupation: They have done a lot of things, working with/as many different people, though currently unemployed

Appearance: They change their appearance almost constantly, from minor things like eye color and hair length to shifts in their height and body type. They enjoy playing off the confusion of others and will act like they’ve always looked like that. Most commonly, they take the form of a young-ish, skinny-ish, tall-ish person with long-ish, brown-ish hair and dark-ish eyes, leaning towards male or female depending on their mood. They often change details on this form, such as the precise shade of dark blue in the eyes.

Under whatever clothing illusion they have, they wear tight, plain clothes that don't show through their disguises.

Strengths:
Strength: As a doppelganger, they are incredibly strong no matter what form they are in. They don’t talk about it, though, preferring to keep their secrets.

Acting: They are an incredibly skilled actor, and it is nearly impossible to tell that they aren’t who they say unless you know the person well. Even then, at first, it is quite convincing.

Willing to help: They aren’t evil, despite their tendency to intentionally confuse people, and they like feeling like they belong. If someone needs their help, especially if it involves them showing off their disguising abilities, they are often eager to assist.

Flaws:
Ungrounded: Because they spend so much time mimicking others, they don’t have a strong sense of identity. They don’t have a permanent home or friends, and even their “default” appearance frequently changes.

Over-confident: They are very sure of their abilities and are unwilling to accept that someone might be better at disguising than they are. In addition, if someone figures them out, they won’t know unless the other person says because they are so sure that no one can see through them.

Acting: Because they are so used to being other people, they will often take on the form of someone nearby, someone you might know, or even someone they are talking to, as a source of amusement and confusion. This can be very unsettling to those around them, considering they are very good at what they do and they don't really care how it makes others feel.

Personality: They will often mimic the personality of whoever they look like, though when in their "default" form, they are upbeat and energetic. They relish in confusing others and getting them to believe their deceptions. To many, they seem cruel, since they don't seem to care about how their illusions make others feel, but they are not actually mean for the sake of being mean. They want to feel like they belong, so they pretend that they are someone who does. If they are proven to be fooling someone, they will readily admit to the fact.

Background: How grew up with humans who didn't know their true nature. They've never had an interest in higher politics, so they've spent their life around more common folk, pretending to be in various families and working for various people. They've built up a small fortune, but they prefer to talk their way out of payment. They don't consider their past very interesting and will invent whatever backstory seems most useful as needed.

Other: They can only copy humanoids, and they can't copy something significantly larger or smaller, such as a giant or a pixie. They don't gain the powers/abilities of whatever the copy (ie Seeing, spellcasting, etc.) They can mimic clothing (though it isn't real clothing) and read surface thoughts, but not deep thoughts.


awriternamedian awriternamedian
 
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Alexander Bishop
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(Whilst in Armour, Unrecognizable)
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(Out if Armour)

Name: Alexander Bishop

Age: 28

Gender: Male

Race: Human

Occupation: Queens Royal Guard

Appearance: 6'2 with a heavy set build. Brown eyes, brown hair and usually sports simple clothes whilst not on duty. Heavy set boots and usual has a small knife tucked away in his boots.

Strengths:

Those under the name 'Royal guard' have unmatched devotion to the crown. They are trained to never bend there knee to another or buckle under fear. This ,in turn, makes them some of the most reliable and forceful soldiers under the queens rule.

Young boys are recruited into the military at a rather young age and those that show some form of promise are assigned to the Royal guards training division. These promising young soldiers are trained in advanced combat techniques so as to be able to adequately protect the queen should the need arise.

As apposed to other guards Alex left his training for week in the middle when the opportunity revealed itself. He spent this time walking around the city and observing the locals, taking shelter in abounded houses and stealing small amounts of food to stay alive. This time spent around the people gave him a form of empathy that the other guards never developed.

Flaws:

Alexanders understanding of how people live in the city has been tainted by his training. He and the other guards all believe that everyone throughout the lands loves the queen and all those who say otherwise are heretics who deserve to be killed but the truth surfaced as the queen started to act more and more strangely.

Alex has absolutely no knowledge of the world outside of the city. Meaning he knows nothing of events other than there's and also means he has very little knowledge of the different races that inhabit the city.

The royal guards know of all the proper protocols in and around the castle meaning that they may act as honorably as possible but this means the have very little education other than the standard schooling pushed through the schools in the city.

Personality: Alex has never been one to rush to violence. He is calm and attentive individual whilst being rather militaristic as well. He also has a rather distinctive brand of humor that others recognize rather easily

Background: Alex was brought into the Royal guard as soon as his training was complete. He has no living realities and has almost no magical ability's.

Other:
 
Caelyn

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Name:
Caelyn

Age: Unsure, though they believe themselves to be in their late thirties, older than most Changelings live to.

Gender: N/A

Race: Changeling

Occupation: Messenger; Barmaid

Appearance: Above: two of their most frequent forms. Due to the mercurial nature of their species, Caelyn has no true appearance, none that they consider theirs. They do tend to choose younger forms, generally between the ages of twelve and sixteen. While rarer, they have become a child as well. All forms tend to have a delicate, non threatening appearance. They no longer take on adult forms, under any circumstances. No matter how they change their form, however, they always have a brand on their right shoulder, what appears to be a family crest.

Strengths:
Skilled in combat - There are very few weapons Caelyn is unable to wield with near perfect precision. They spent many, many years training and practicing and learning, and many more keeping in shape, so to speak.

Musical - As with weapons, there are few that they cannot play. Unlike fighting however, which they had to work at, music came to them more naturally. It helped that they have a lovely singing voice, and an ear for music that cannot be learned.

Protective - Due to their past, servants or slaves who've been injured in any sort of 'punishment' ignite a ferocity in them, so much so that they easily overcome any and all current fear.

Flaws:
Easily frightened - The slightest thing can set them off. Grown men, weapons, conflict. This makes them somewhat cowardly, and they will not hesitate to leave somebody who may be gravely injured if they're scared enough.

Haunted - They are often plagued by horrendous nightmares about the things they've been forced to do, and having been prized for so long for their voice, they has trouble speaking as well.

Insanity - While stronger than most of their kind, they have recently been struggling with the madness they all face. It creeps across their vision, slowly blackens their mind. They've been able to stave it off so far, partly out of sheer force of will, and partly with the help of Emmony.

Personality: Caelyn's personality has greatly changed throughout their life. As with most changelings, it has become slightly unstable. The few things that linger almost always are their timidity, how easily terrified they are, and their unwavering loyalty to Emmony and Allan. As for the rest, they're rather unpredictable from one day to the next. Sometimes they have a temper, sometimes a sense of humor, sometimes a strong sarcastic streak.

Background: Due to the fact that their mother was one of the few changelings who was comfortable maintaining one form, Caelyn's childhood was more stable than most of their kind. The changeling who fathered them lost themselves to insanity not long after their birth, so it was only the two of them. They lived in a small village in a fairly secluded area, somewhere that they didn't draw a lot of attention with Caelyn's unpredictable 'changing'.

Around ten years old, they finally caught the attention of the lord of the area. Changelings were highly sought after, as they were beings who could be what you needed when you needed. As such, many were captured to be used as either a spy or in the bedroom. The lord had always been fascinated by changelings, and as such had the pair captured. Their mother became his permanent bed warmer, willing to be and do anything to protect their child.

Until their late teens, Caelyn was kept mostly for entertainments sake. They was given as a gift to the lord's son, who was around Caelyn's age. Their uncontrollable changing made them useless for most tasks, but was highly amusing. When it was discovered that they had an impressively beautiful voice, they soon took on the task of entertaining him and his guests in that way too.

Somewhere in their teens, when their changing was beginning to become more controllable, their mother finally lost themself to the insanity, killing the lord, only to be put down by a guard. As the lord had been a cruel man, their deaths went almost unnoticed by his son, who now had a more stable Caelyn to play with.

Caelyn had something inside of them that their mother had not however. Something strong and almost hard. As such, though they still spent a lot of time in his bed chamber, they were used for other things as well. Spying, assassinations, assisting in torture frequently. They were also willful, which led to frequent lashings, some which cut deep and should have left horrendous scars. However, while changing forms did nothing to heal wounds, they could make scars and imperfections disappear, so no matter how many times they were injured, their skin remained smooth and perfect.

As they got older, this became wearing on them. They became less willful, more timid, quiet and almost numb. The more they withdrew on themselves, the more cruel the lord became with his punishments, both with lashings and in his bed, as if trying to force them to fight back again. It only succeeded in turning them into an easily frightened being however, jumping at their own shadow and frequently close to tears. One of the servants, who'd always been kind and almost motherly to them, finally broke down and helped them to escape.

They spent the next couple months constantly looking over their shoulder, waiting for the lord's men to find them and haul them back to him. There were a couple of close calls, the last one forcing them to escape into the city of Draede, where they found they could meld fairly easily with the crowds. They passed out in the stable of a tavern and woke in a bed, being fussed over by a blind woman.

Emmony offered them a job and a place to stay, which they took up quickly, though they were fairly useless in the tavern at first. Not a month after their first meeting however, a group of the lord's guards came looking for Caelyn, only to be turned forcefully away by the siblings. From that moment on, they were fiercely loyal to the pair.

Other: The brand on their shoulder is the family crest of the lord who'd owned them, and is magical in nature, remaining no matter which form they takes.
 

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